Mar. 25, 2018 - This is my philosophy and game studies presentation featuring the game, "Life is Strange (2015)," an episodic graphic adventure game developed by Dontnod Entertainment, and published by Square Enix, Feral Interactive, and Black Wing Foundation.
The presentation explores the ethics of "Life Is Strange" using the following theories (from mathematics and philosophy): Chaos Theory; Butterfly Effect; Nietzsche's Eternal Recurrence Theory; Moral Dilemma.
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This presentation was featured at the International Society for Technology in Education (ISTE) Games and Simulations Network live webcast on Mar. 25, 2018.
The live webcast video was recorded and made available on Youtube, as well as made available in this presentation.
Please feel free to watch the video while exploring the presentation.
An overview of the narrative driven, graphic adventure game, Life is Strange. This case study introduces you to some of the historical, economical and technical features behind the game's design.
An overview of the narrative driven, graphic adventure game, Life is Strange. This case study introduces you to some of the historical, economical and technical features behind the game's design.
Shen Te as an ‘Alter Ego’ of Shui Ta in Brecht’s The Good Woman of Setzuan: A...AJHSSR Journal
ABSTRACT: The paper analyses the main character, Shen Te in the play The Good Woman of Setzuan on
dealing various works and businesses in the society. The study investigates the attitudes of men towards others
in different affaires of the society. It also discusses the understatement of being done on Shen Te. The special
emphasis of the paper goes with the performances and excellences of the protagonist performed in the play. The
executed services of Shen Te for the gods are not less valuable than that of other people of the society as Shui
Ta, the alter ego of herself. Her achievement and humankind should be valued like other members of the
society. She should no longer be distressed. Thus, the focal point of the researcher is to examine how the effort
and enthusiasm of an individual can be more valuable for having a smooth community to ensure peaceful lives
in the world.
KEYWORDS: Literary Style, Alter Ego, Complex Identity, Frustration, Social Change, Class Struggle
Escape Rooms and Digital Games as Dynamics of Discovery: Learn Moral Philosop...Sherry Jones
Oct. 5, 2018 - I was invited by Phi Theta Kappa Honor Institute to present on my work using mixed reality escape room and digital games to teach college level philosophy courses. This is the presentation shown at the PTK Honor Institute.
Access the interactive presentation here:
http://bit.ly/dynamicsgames
"Ethics and Games Series: Detention" by Sherry Jones (July 8, 2018)Sherry Jones
This presentation was featured at the International Society for Technology in Education (ISTE) Games and Simulations Network live webcast on July. 8, 2018.
The live webcast video was recorded and made available on Youtube, as well as made available in this presentation.
Please feel free to watch the video while exploring the presentation.
See the entire Ethics and Games Series by Sherry Jones here:
https://sites.google.com/site/metagamebookclub/ethics-and-games
Shen Te as an ‘Alter Ego’ of Shui Ta in Brecht’s The Good Woman of Setzuan: A...AJHSSR Journal
ABSTRACT: The paper analyses the main character, Shen Te in the play The Good Woman of Setzuan on
dealing various works and businesses in the society. The study investigates the attitudes of men towards others
in different affaires of the society. It also discusses the understatement of being done on Shen Te. The special
emphasis of the paper goes with the performances and excellences of the protagonist performed in the play. The
executed services of Shen Te for the gods are not less valuable than that of other people of the society as Shui
Ta, the alter ego of herself. Her achievement and humankind should be valued like other members of the
society. She should no longer be distressed. Thus, the focal point of the researcher is to examine how the effort
and enthusiasm of an individual can be more valuable for having a smooth community to ensure peaceful lives
in the world.
KEYWORDS: Literary Style, Alter Ego, Complex Identity, Frustration, Social Change, Class Struggle
Escape Rooms and Digital Games as Dynamics of Discovery: Learn Moral Philosop...Sherry Jones
Oct. 5, 2018 - I was invited by Phi Theta Kappa Honor Institute to present on my work using mixed reality escape room and digital games to teach college level philosophy courses. This is the presentation shown at the PTK Honor Institute.
Access the interactive presentation here:
http://bit.ly/dynamicsgames
"Ethics and Games Series: Detention" by Sherry Jones (July 8, 2018)Sherry Jones
This presentation was featured at the International Society for Technology in Education (ISTE) Games and Simulations Network live webcast on July. 8, 2018.
The live webcast video was recorded and made available on Youtube, as well as made available in this presentation.
Please feel free to watch the video while exploring the presentation.
See the entire Ethics and Games Series by Sherry Jones here:
https://sites.google.com/site/metagamebookclub/ethics-and-games
Ethics and Games Series: Observer by Sherry Jones (Aug. 19, 2018)Sherry Jones
Aug. 19, 2018 - This presentation was featured at the International Society for Technology in Education (ISTE) Games and Simulations Network live webcast on August 19, 2018. The live webcast video was recorded and made available on Youtube, as well as made available in this presentation.
The featured game for study is the Observer (2017), a first person cyberpunk horror indie game voiced by actor Rutger Hauer. Philosophical theories discussed in this presentation are animalism and David Hume's personal identity theory.
Please feel free to watch the video in the slides while exploring the presentation.
Thought Experiment: Teaching Normative Ethics with Digital Games by Sherry Jo...Sherry Jones
Aug. 2, 2018 - This is a presentation for the 2018 Colorado Learning and Teaching with Technology Conference (COLTT). The presentation showcased my method of using digital games to teach philosophy and ethics. One of the featured games is the survival simulation game, Fallout Shelter.
"Ethics and Games: The Talos Principle" by Sherry Jones (Feb. 25, 2018)Sherry Jones
Feb. 25, 2018 - This is my philosophy and game studies presentation featuring the game, "The Talos Principle" (2014, 2015, 2017)," a first person puzzle game developed by Croteam, and published by Devolver Digital.
The presentation explores the ethics of "The Talos Principle" using the following theories (from philosophy and mythology): Transhumanism; Posthumanism; Posthuman; Determinism; Greek Mythology; Egyptian Mythology; Free Will.
Additional topics explored are: Artificial Intelligence; Extended Lifespan; Immortality; Consciousness.
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This presentation was featured at the International Society for Technology in Education (ISTE) Games and Simulations Network live webcast on Feb. 25, 2018.
The live webcast video was recorded and made available on Youtube, as well as made available in this presentation.
Please feel free to watch the video while exploring the presentation.
Learning Ethics with the Game, Fallout Shelter by Sherry Jones (Apr. 6, 2018)Sherry Jones
April 6, 2018 - This presentation was shown at the 2018 eLearning Consortium of Colorado Conference. The presentation addresses the rhetoric and ethics of the game, Fallout Shelter (2015), a free-to-play simulation game developed by Bethesda Game and Behaviour Interactive, and published by Bethesda Softworks.
The presentation explores the rhetoric and the ethics of Fallout Shelter using the following theories (from philosophy, political science, cultural studies, and psychology): Capitalism; Authoritarianism; Plutocracy; McCarthyism; Eugenics; Ageism; Egoism; Altruism.
Additional topics explored are: Nuclear War; Nuclear Fallout; Counterfactual History; Red Scare; Atomic Bomb; Atomic Age; U.S. History in the 1950s.
"Everything I need to know I learnt from World of Warcraft": why we might nee...Martin Oliver
Ascilite 2010 keynote
"Everything I need to know I learnt from World of Warcraft": why we might need to start asking better questions about games, simulations and virtual worlds
Like many areas of educational technology research, a lot of the work that focuses on games, simulations and virtual worlds consists of case studies that demonstrate proof of concept, enthusiastic position pieces or success stories. All of this is important: we need to know what sort of things we can use these technologies to do, so as to build a broader repertoire of teaching practices. However, this kind of focus neglects a range of other questions and issues that may prove more important in the longer term.
For example, educational research about games typically emphasises the way that playing motivates players; it ignores how successful games (such as massively multiplayer online games) often feel like work, and it also glosses over the way that bringing a game inside the curriculum changes the way that 'players' relate to it. There are also inconsistencies in the way games are thought about: the idea that they cause violence is often criticised as over-simplistic, yet the idea that they cause learning isn't. In virtual worlds, opportunities to create new identities is widespread, but questions about how this relates to our embodied relationships are rarely asked. In simulations, 'realism' is celebrated - but this means that simulations will always be second best to actual experiences, and it ignores how groups can disagree about whether something is realistic or not. Across this work, the complexity of learning and teaching seems hidden by the desire to promote the value of these technologies.
This talk will offer some examples of work that, in small ways, try to engage with these kinds of issue. Different priorities will be suggested, which invite a new kind of engagement with research and practice in this area.
Detention (2017, 2018) as Prologue: Using Games to Explore Ethics, Martial La...Sherry Jones
April 17, 2020 - Slides presented at the 2020 eLearning Consortium of Colorado Virtual Conference:
http://bit.ly/elccschedule
Access the Live Slides Presentation:
http://bit.ly/playexperiment
Session Abstract:
"In this keynote, Sherry introduces Confucian ethics and Detention (2017, 2018), a first person role-playing survival horror game developed and published by Red Candle Games. The game story is inspired by the actual history of Taiwan in the 1960s, when the Taiwanese government suppressed its citizens using martial law during the "White Terror" period. The game protagonists, Wei and Ray, wake up in an empty school and attempt to leave the school, while encountering a series of horrific events. The keynote will explore the themes of mass surveillance; suppressing speech; anti-intellectualism; anti-communism; banning of books; education as means of social control; government oppression; government corruption; informing the government/snitching on neighbors; unjust imprisonment; authoritarianism; martial law; rebellion; retribution; karma; and guilt."
"Ethics and Games Series: Fallout Shelter" by Sherry Jones (Jan. 28, 2018)Sherry Jones
Jan. 28, 2018 - This is my philosophy and game studies presentation featuring the game, "Fallout Shelter (2015)," a free-to-play simulation game developed by Bethesda Game and Behaviour Interactive, and published by Bethesda Softworks.
The presentation explores the ethics of "Fallout Shelter" using the following theories (from philosophy, political science, cultural studies, and psychology): Capitalism; Authoritarianism; Plutocracy; McCarthyism; Eugenics; Ageism; Egoism; Altruism.
Additional topics explored are: Nuclear Fallout; Counterfactual History; Red Scare; Atomic Bomb; Atomic Age; U.S. History in the 1950s.
---------------------------------------------------------
This presentation was featured at the International Society for Technology in Education (ISTE) Games and Simulations Network live webcast on Jan. 28, 2018.
The live webcast video was recorded and made available on Youtube, as well as made available in this presentation.
Please feel free to watch the video while exploring the presentation.
Link to access the live slides presentation:
http://bit.ly/falloutshelterethics
How merciful is mercy killing? - GCSE Religious Studies (Philosophy .... The mercy killing brings its culprit face again and dragged everyone in .... Euthanasia or mercy killing Essay Example | Topics and Well Written .... Argumentative Essay About Mercy Killing - Do You Agree or Disagree With ....
Ethics and Games Series: The Vanishing of Ethan Carter by Sherry Jones (Apr. ...Sherry Jones
About This Presentation: This is a philosophy and game studies presentation featuring the game, The Vanishing of Ethan Carter (2014, 2015), a first person horror adventure game developed and published by The Astronauts.
The presentation explores the rhetoric and the ethics of The Vanishing of Ethan Carter using the following theories: Baruch Spinoza's monism.
Additional themes explored are: Conformity vs. Individuality, Fantasy vs. Reality, Child Abuse, Trauma, Confronting the Truth, Unreliable Narrator, Fragmented Memory, Memory and Identity, Memory and Truth, Multiple Consciousness, Subjectivity and Reality, Multiplicity of Truth.
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This presentation was featured at the International Society for Technology in Education (ISTE) Games and Simulations Network live webcast on April 29, 2018.
The live webcast video was recorded and made available on Youtube, as well as made available in this presentation.
Please feel free to watch the video while exploring the presentation.
Is Technology Good Or Bad Essay. The use of technology can be harmful for tee...Monique Coppedge
Is Technology Good or Bad - Free Essay Example - 697 Words PapersOwl.com. Technology good or bad Research Paper Example Topics and Well Written .... Is Technology Good Or Bad Essay Example. Is Technology Good or Bad? Argumentative Essay Sample in the Example .... Technology is good or bad essay - apaabstract.x.fc2.com. Are we too dependent on technology essay. Are we too dependent on .... Argumentative Essay On Negative Effects Of Technology Free Essay Example. Technology Good Or Bad Essay Sample StudyHippo.com. ENG 145 - Technology good or bad - Essay - English 145Janet Baker .... Persuasive essay on why technology is good. Negative effects of technology Free Essay Example. The Great Tech Debate: Is Technology Good or Bad? - 7T, Inc. Dallas. Expository essay: Argumentative essay on negative effects of technology. ️ Is technology good or bad argumentative essay. is technology good or .... Is Technology Good Or Bad? Explained - YouTube. Striking Advantages And Disadvantages Of Technology Essay Thatsnotus. Is technology good or bad essay. Negative Essay: Is Technology Bad Or .... Unbelievable Negative Effects Of Technology Essay Thatsnotus. Teachers, good and bad Short Essay in Simple English. Is technology good or bad - training4thefuture.x.fc2.com. Essay on whether technology is good or bad - deaththesis.x.fc2.com. Is Technology Causing Us More Harm Than Good? Essay Example .... Good and Bad Effects of Technology Essay Example Topics and Well .... Essay on Technology for Students amp; Children 600 Words in English. Technology Essay Advantages Disadvantages Technology Is A Term Which .... Is technology good or bad argumentative essay. ARGUMENTATIVE ESSAY .... Is technology good or bad? Find Out. - TechnoInforms. The use of technology can be harmful for teenagers Essay Example .... Technology Essay Writing This Is An Ielts Writing Task 2 Sample Answer .... PDF English essay: Technology Silvia ESc - Academia.edu Is Technology Good Or Bad Essay Is Technology Good Or Bad Essay. The use of technology can be harmful for teenagers Essay Example ...
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OER + Blockchain Technology for Decentralization of Academic Publishing by Sh...Sherry Jones
April 17, 2020 - Slides presented at the 2020 eLearning Consortium of Colorado Virtual Conference:
http://bit.ly/elccschedule
Access the Live Slides Presentation:
http://bit.ly/oerblockchain
Session Abstract:
"OER is a progressive product that signals the decentralization of education and academic publishing, and thus supports educators' academic freedom to create innovative teaching materials. Instead of using textbooks by traditional publishers, educators can author OERs that reflect their disciplinary training and teaching philosophy. This session will present a design future in which blockchain technology will enable educators to decentralize, author, track, and protect their copyright of OERs."
Teaching Bitzer's Rhetorical Situation Theory Through Game Based Learning by ...Sherry Jones
April 17, 2020 - Slides presented at the 2020 eLearning Consortium of Colorado Virtual Conference:
http://bit.ly/elccschedule
Access the Live Slides Presentation:
http://bit.ly/gamesituations
Session Abstract:
"Rhetorician Lloyd Bitzer argues that a rhetorical situation, a situation that calls a rhetor to respond, can be identified by its features of exigence, audience, and constraints. Games are rhetorical in nature and serve as responses to the rhetorical situations that call the games into existence. This session will show how to teach Bitzer's rhetorical situation theory through digital gaming and collaborative writing on Google Docs. Live gameplay and theory-based game analysis will be provided."
Embodying Morality Through Play: Using Games to Challenge Cultural Relativism...Sherry Jones
Aug. 9, 2019 - This set of slides was presented at the Colorado Learning and Teaching with Technology Conference (COLTT) held at the University of Colorado. The presentation details my pedagogical method of using digital games to teach students how to identify problems in cultural relativism, a normative ethical theory that suggests cultures are the main source of morality, that morality is relative to culture.
The Future of Moral Persuasion in Games, AR, AI Bots, and Self Trackers by Sh...Sherry Jones
4-18-19 - This presentation was shown at the eLearning Consortium of Colorado (eLCC) Annual Conference. The focus of the talk is on the various ethical problems that currently exist in the technology industry and predictions of how future technologies, such as Digital Games, AR, AI Bots, and Self Trackers, will be designed to morally persuade users.
The presentation that includes the video can be accessed here: http://bit.ly/futureethics
Writing AI Chatbots as Personas of Real People by Sherry Jones (ISTE Expert W...Sherry Jones
Mar. 20, 2019 - This presentation was featured by the International Society for Technology in Education (ISTE) Expert Webinar Series. The presentation introduces the pedagogical method of using artificially intelligent chatbots to teach philosophy and rhetoric theories and principles. Particularly, the presentation argues that chatbots can be used to give voices to those who are silent.
Links to two live chatbots, Laozi and I am?, are included in the slides.
For more information about the presentation, feel free to contact me. http://bit.ly/sherryjonesbio
"Ethics and Games Series: To the Moon" by Sherry Jones (May 27, 2018)Sherry Jones
About This Presentation: This is a philosophy and game studies presentation featuring the game, To the Moon (2011, 2014, 2017), a first person role-playing adventure game developed and published by Freebirds Games.
The presentation explores the rhetoric and the ethics of To the Moon using the following theories: Jean-Paul Sartre's existentialism.
Additional themes explored are: Memory and Identity; Memory Manipulation; Memory Loss and Suffering; Trauma; Self-Determination of Memory; Memories as Programs; Technology vs. Privacy; Falsifiable/Unreliable Memory; Rights of the Dying; Dignity of the Dying; Death and Regret; Denial of Reality; Questionable Reality; Asperger's Syndrome; Art as Expression of the Truth; Responsibility of Remembering.
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This presentation was featured at the International Society for Technology in Education (ISTE) Games and Simulations Network live webcast on May. 27, 2018.
The live webcast video was recorded and made available on Youtube, as well as made available in this presentation.
Please feel free to watch the video while exploring the presentation.
Social Activism Through Mobile Apps and Games by Sherry JonesSherry Jones
April 13, 2017 - This workshop presentation is designed to demonstrate how mobile apps and games can help us fulfill our responsibilities as digital citizens. The presentation features some of the most popular apps and games being used by activists to promote social agenda in 2017. Beyond simply raising awareness of social problems on a local or global scale, the featured mobile apps and games enable the user to effect real social change through digital world and real world protests and actions.
The workshop was conducted on April 13, 2017 at the eLearning Consortium of Colorado Conference, held at Breckenridge, Colorado. http://elearningcolorado.org/wordpress/events/elcc-conference/
Understanding Stories of Diversity, Inclusion, and Tolerance Through Games (F...Sherry Jones
February 21, 2017 - This presentation was shown at the University of Colorado Diverse Learners Week Conference: http://www.colorado.edu/diverselearners/schedule
About This Presentation:
In light of the current immigration and refugee crisis, we recommend a collection of digital games that can be assigned in the classroom to frame students’ perspective on the issues of immigration, the refugee crisis, race, diversity, inclusion, and tolerance.
The games will invite students to engage with social issues by interacting with the hypothetical playable histories and playable futures, and consider what is at stake for today’s world.
"Higher Education: Choose Your Own Adventure" by Sherry JonesSherry Jones
November 30, 2016 - Invited to present this talk on the importance of and reasons for obtaining a college degree. Held the talk at the Denver Center for International Studies. Referenced personal educational journey as example for the benefit of pursuing interdisciplinary studies to guide one's career goals and to author one's own life.
Access the animated version of the slides here: http://bit.ly/cyoaedu
"Don’t Freeze! Survive the Ethics of a Mixed Reality Escape Room" by Sherry J...Sherry Jones
Oct. 7, 2016 - We designed and ran a mixed reality escape room inside the Computer History Museum in Mountain View, CA, for the 2016 Intentional Play Summit. The mixed reality escape room is designed to teach philosophy and ethics theories, and its narrative is loosely based on Orwell's 1984.
Intentional Play Summit
http://www.intentionalplaysummit.com
This is the accompanying summit presentation that explains our game design logic and methods for creating this experience.
"Perspective-Based Learning Through Role-Playing Curriculum Design" by Sherry...Sherry Jones
Aug. 3, 2016 - This presentation was featured during the Colorado Teaching and Learning with Technology Conference (COLTT 2016). The presentation showcased my method of designing an entire college course curriculum using the role-playing design approach. A case study and examples are offered.
"The Blockchain Effect on the Future of Game Design" by Sherry Jones (July 27...Sherry Jones
July 27, 2016 - This presentation was featured during the July 27, 2016 webinar for the Metagame Book Club on how blockchain technology can influence the future directions of game design and game development.
For more research and webinars on game studies, game design, game-based learning, and gamification, visit the Metagame Book Club:
http://bit.ly/metagamebookclub
"The Blockchain Effect on the Future of the Humanities" by Sherry Jones (July...Sherry Jones
July 20, 2016 - This presentation was featured during the July 20, 2016 live webcast on youtube. The focus of this presentation is on how the blockchain technology, the protocol that underlies and powers bitcoin and other cryptocurrencies, will change the future directions of the humanities disciplines, particularly affecting teachers' pedagogy and students' learning habits. The video is available here:
[Live Youtube Webcast]
"The Blockchain Effect on the Future of the Humanities" (July 20, 2016)
https://youtu.be/wdefJ5_t0zQ
"Machinima: Symbiosis of the Participatory Digital Culture and the Game Indus...Sherry Jones
June 28, 2016 - This is my keynote presentation for ISTE 2016 EduMachinima Fest.
Edumachinima Fest 2016
https://conference.iste.org/2016/program/search_session_detail.php?id=100416157
I discussed a Machinima taxonomy, the controversy regarding Machinimas, and the future of the application of Machinima in education.
"Using Blockchain Technology to Maintain OERs and IPs" by Sherry Jones (April...Sherry Jones
April 7, 2016 - The presentation was part of the Intellectual Property Caucus Panel Presentation, held on April 7, 2016, at the Conference on College Composition and Communication (CCCC) 2016.
Jones addresses how blockchain technology, the protocol that underlies and powers bitcoin and other cryptocurrencies, can help solve the problem of maintaining intellectual property (IP) rights over open educational resources (OERs), and how blockchain technology will influence the future of the writing discipline and pedagogy.
CCCC 2016 IP Caucus Panel - "Taking Action on Intellectual Property with Open...Sherry Jones
April 7, 2016 - I was 1 of 9 panelists on the Conference on College Composition and Communication (CCCC) 2016 IP Caucus Panel titled: "Taking Action on Intellectual Property with Open Educational Resources."
My proposal (for this panel presentation) is to use blockchain technology (the technology that underlies and powers bitcoin and other cryptocurrencies) to protect and maintain intellectual property rights for open educational resources. Particularly for the writing discipline, blockchain technology will help protect the IP rights of writers, and thus, will encourage more writers to publish their writings as OERs. The use of blockchain technology to create a "public ledger" of OERs, such as academic essays and artifacts, will have many implications for the writing pedagogy as well.
This presentation is co-authored by the following panelists:
James P. Purdy (Duquesne University)
Mike Palmquist (Colorado State University)
David Blakesley (Clemson University)
Joe Moxley (WritingCommons.org)
Jack Hennes (Michigan State University)
Nick Carbone (Macmillan)
Sherry Jones (Rocky Mountain College of Art & Design)
Charles Lowe (Grand Valley State University)
John Willinsky (Stanford University)
Social Media: A Writer's Essentials (A 2016 Toolkit for Creative and Academic...Sherry Jones
Feb. 15, 2016 - I have been invited by ACC's The Writer's Studio as the guest speaker on how social media can enhance writing practices for both creative and academic writers.
Games as Logic Machines: Learning the Humanities through the Logic and Parate...Sherry Jones
Jan. 8, 2016 - This is my keynote presentation on game studies and game-based learning in the humanities for CU Boulder's Spring 2016 Graduate Teacher Program Conference: "Teaching Narrative, Ludology, and Problem-Solving in the College Classroom."
Here is the transcript to my presentation:
https://medium.com/@autnes/transcript-games-as-logic-machines-learning-the-humanities-through-the-logic-and-paratextuality-fc604aa6046c#.n12hb28gk
The Psychology of the Player & Game Character Design and Representation by Sh...Sherry Jones
Dec. 6, 2015 - This presentation explores many psychological theories that can help us understand how players think, and how game characters should be designed.
The Metagame Book Club is a K-12 and College professional development institution that offers free webinars, discussions, live chats, and other interactive activities on the topics of game-based learning, game studies, gamification, and games in general.
Interested in joining us? Visit our website here:
The Metagame Book Club
http://bit.ly/metagamebookclub
"Narrative Design and the Psychology of Emotions and Immersion in Games" by S...Sherry Jones
Nov. 23, 2015 - This presentation discusses various psychological theories employed in game design to induce player emotions and sense of immersion.
The Metagame Book Club is a K-12 and College professional development institution that offers free webinars, discussions, live chats, and other interactive activities on the topics of game-based learning, game studies, gamification, and games in general.
Interested in joining us? Visit our website here:
The Metagame Book Club
http://bit.ly/metagamebookclub
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A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
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http://sandymillin.wordpress.com/iateflwebinar2024
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Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
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• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
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2. About this Presentation
This presentation was featured at the International Society for Technology in
Education (ISTE) Games and Simulations Network live webcast on Mar. 25, 2018.
The live webcast video was recorded and made available on Youtube, as well as
made available in this presentation.
Please feel free to watch the video while exploring the presentation.
5. First Person Episodic Graphic Adventure Game
❖ Life Is Strange (2015) is a first person episodic graphic adventure
game developed by Dontnod Entertainment, and published by Square
Enix, Feral Interactive, and Black Wing Foundation.
❖ Released on MS Windows, Playstation 3, Playstation 4, XBox 360,
Xbox One, iOS, OS X, and Android.
❖ Designed as an “interactive fiction,” the gameplay involves prompting
the player to makes narrative action choices that lead to certain
consequences. The consequences have real impact on the
development of multiple storylines in the game narrative.
6. Game Story: Key Elements
❖ The story revolves around the life of Max Caulfield, an 18 year old
photography student at Blackwell Academy (high school), located in
the fictional town of Arcadia Bay, Oregon.
❖ Max encounters a series of conflicts in her school life, and in her
relationships with other people.
❖ However, the overarching conflict (above all conflicts) is Max’s vision
of an impending storm that threatens to destroy Arcadia Bay, Oregon.
❖ Max mysteriously develops the power to see the future, and travel
through time. She attempts to use this power to save the town.
8. Game Themes (Mature)
❖ Life Is Strange is a story about an 18 year old’s life, so narrative
elements are written to mimic the language and rhetorical speech
patterns of young adults. Obscenities are sometimes used.
❖ Themes: Coming of age; gun violence; drug abuse; abusive homes;
wealthy vs. poor; powerful vs. weak; surveillance; subjectivity of truth;
money and corruption; untrustworthy adults; untrustworthy authorities;
rebellion against authorities; bullying; confronting sexual identity;
same sex relationships; purity vs. sex; religious dogmatism vs. choice;
sexual violence; rape; suicide; disability; activism; protest; heroism.
10. Chaos Theory and Butterfly Effect (Math)
❖ Chaos Theory - A mathematical theory that undergirding chaotic
complex systems, which may seem random or nonlinear, there exist
underlying patterns that can be calculated/computed based on
determining the initial conditions (initial data) of the complex
systems.
❖ Butterfly Effect - This is a metaphor used within chaos theory to refer
to changes in a nonlinear system that can be attributed to small
changes in the initial conditions (initial data). The term is coined by
meteorologist and mathematician Edward Lorenz.
11. Eternal Recurrence Theory (Philosophy)
❖ Friedrich Nietzsche’s (1844-1900) Eternal Recurrence Theory - A
philosophical doctrine that all events in the universe repeat
occurrences ad infinitum (again, again in the same way, forever).
❖ The “thought experiment” is based on the logic that if the amount of
matter and energy in the universe are finite, and that the combination
of those matter and energy are finite, then it follows that events must
recur ad infinitum.
❖ Relevance of Nietzsche’s eternal recurrence theory for understanding
the ethics of Life Is Strange will be addressed later in this
presentation.
12. Moral Dilemmas (Philosophy)
❖ A Moral Dilemma refers to a difficult situation in which two cases
offered, and a decision for one case has to be made based on moral
judgement; they are thought experiments for testing the consistency
of one’s ethics as a moral agent.
❖ Moral dilemmas are difficult since making one moral decision can
benefit one party of the situation, but can lead to the detriment of the
other party in the same situation.
❖ Many sets of moral dilemmas (involving harm, or even death, to
characters) are present in Life Is Strange.
14. Gameplay
❖ Life is Strange offers a first person point and click gameplay that
allows the player to interact with various environments and objects.
❖ In addition, the game also offers narrative action choices, of which the
choices made can alter future narrative paths.
❖ Max (the player) acts like a “detective” who explores and uncovers
the reasons why problematic events occur in Arcadia Bay.
❖ Max is afforded the power to travel through time (she discovers this
power later in the game without any explanation) to undo the narrative
action choices she has made, and thus, change the future.
31. ⧞ Game Rhetoric: Authorities Are Untrustworthy
+ Money Corrupt Authorities
32. About the Following Murder Scene . . .
❖ When Max Caufield went to the female restroom after class, she
accidentally became a witness to a murder.
❖ A student, Nathan Prescott, came into the female restroom waving a
gun and babbling to himself (while Max stayed hidden from his view).
Another student, Chloe Price, followed Nathan into the restroom. After
a quarrel, Nathan shot Chloe to death.
❖ To prevent this murder, Max rewinded back in time prior to the murder
to activate the fire alarm and scare Nathan to run away. Chloe lived.
❖ Now, Max is confronted by principal Wells, who demands an answer.
180. Review: Eternal Recurrence Theory (Philosophy)
❖ Friedrich Nietzsche’s (1844-1900) Eternal Recurrence Theory - A
philosophical doctrine that all events in the universe repeat
occurrences ad infinitum (again, again in the same way, forever).
❖ The “thought experiment” is based on the logic that if the amount of
matter and energy in the universe are finite, and that the combination
of those matter and energy are finite, then it follows that events must
recur ad infinitum.
❖ For Nietzsche, a universe that operates on eternal recurrence would
lead to several ethical implications.
181. Eternal Recurrence in The Gay Science (Book IV)
“This life as you now live it and have lived it, you will have to live once more and innumerable
times more; and there will be nothing new in it, but every pain and every joy and every thought
and sigh and everything unutterably small or great in your life will have to return to you, all in
the same succession and sequence—even this spider and this moonlight between the trees,
and even this moment and I myself. The eternal hourglass of existence is turned upside
down again and again, and you with it, speck of dust!"
Would you not throw yourself down and gnash your teeth and curse the demon who spoke
thus? Or have you once experienced a tremendous moment when you would have answered
him: "You are a god and never have I heard anything more divine." If this thought gained
possession of you, it would change you as you are or perhaps crush you. The question in
each and every thing, "Do you desire this once more and innumerable times more?" would lie
upon your actions as the greatest weight. Or how well disposed would you have to become
to yourself and to life to crave nothing more fervently than this ultimate eternal confirmation
and seal?”
(Nietzsche, The Gay Science, aphorism 341)
182. Eternal Recurrence Leads to Virtue Ethics
❖ The concept of eternal recurrence weighs heavily on one’s sense of
ethics.
❖ Since all events recur forever, this means that such acts of crime,
punishment, revenge, etc. will recur forever as well.
❖ This also means that pain and suffering will also recur ad infinitum.
❖ What does punishment mean, then, in a universe where all events
recur forever? Do we learn anything through punishment, or achieve
justice through punishment, when events of pain and suffering repeat
forever regardless of punishment?
183. Eternal Recurrence Leads to Virtue Ethics
“As [Nietzsche] describes it, revenge is essentially an attitude toward time itself: it
is "the will's ill will against time and it's 'it was'." It is the result of the fact that, from
a certain perspective, the past appears both to need changing and to be
impossible to change, so that the will is left painfully powerless, "an angry
spectator of all that is past." Among the effects of this painful condition is a desire
to cause additional pain, either to oneself or to others: "on all who can suffer" the
will "wreaks revenge for his inability to go backwards." (II 20.)(4) Revenge is
responsible for the ideal of equality, the urge to punish, and the excessive desire to
be just (II 7). Among the other works of revenge are a nihilistic hatred for the fact
that the world is characterized by flux, and a longing to escape from this world (II
20).”
(Lester H. Hunt)
184. Moral Dilemmas in Life is Strange (1 of 3)
❖ Without revealing the entirety of the story, Max Caufield is forced to
make certain decisions that represent moral dilemmas.
❖ Moral Dilemma #1: Later in the story, Kate Marsh attempts to commit
suicide by jumping off the top of the building of Blackwell Academy.
Several decisions that Max made contributed to Kate’s decision to
commit suicide. To reverse Kate’s suicide, Max had to travel back in
time, several times, to change the outcome. Each decision Max made
caused some harm to others (for the sake of saving Kate Marsh).
185. Moral Dilemmas in Life is Strange (2 of 3)
❖ Moral Dilemma #2: Each time Max travels back in time, she suffers
physical damage (possibly brain damage). Max attempts to save as
many people as possible, but is forced to face certain unsatisfactory
outcomes. Furthermore, she is damaging herself in the process. In
this sense, Max is not being moral by putting herself in jeopardy (if
one believes that protecting oneself is a moral code).
186. Moral Dilemmas in Life is Strange (3 of 3)
❖ Moral Dilemma #3: When Max attempts to save the life of Rachel
Amber (a character who disappeared due to the actions of Mark
Jefferson, Max’s photography teacher), Max discovers that her best
friend, Chloe Price, becomes disabled in the future timeline. If Max
wishes to save Chloe from a fate of lifetime disability, Max must
decide whether or not to not save Amber’s life. This is a situation
where one person’s life is being weighed against another person’s life.
Is it ethical for Max to play favoritism by saving her friend, Chloe
instead?
187. Question about Time Travel
❖ Q. Does it matter that Max can travel back in time to stop
certain crimes from happening, if other forms of suffering
arose out of her actions?
❖ Q. If Max’s world operates on parallel universes (given
that time travel is possible, and that multiple parallel time
events seem to co-exist), then would it matter that Max
saves everyone in one narrative timeline, when the same
events of crime, pain, and suffering will recur ad infinitum
in other narrative timelines?
188. Presentation by:
Sherry Jones
Philosophy & Game Studies SME Lecturer,
Rocky Mountain College of Art & Design
ISTE Games and Simulations Network Leader
http://about.me/sherryjones
Twitter @autnes
sherryjones.edtech@gmail.com